DecoratorTiledBox.cpp 13 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
  7. * Copyright (c) 2019 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "DecoratorTiledBox.h"
  29. #include "../../Include/RmlUi/Core/Element.h"
  30. #include "../../Include/RmlUi/Core/Geometry.h"
  31. namespace Rml {
  32. namespace Core {
  33. struct DecoratorTiledBoxData
  34. {
  35. DecoratorTiledBoxData(Element* host_element, int num_textures) : num_textures(num_textures)
  36. {
  37. geometry = new Geometry[num_textures];
  38. for (int i = 0; i < num_textures; i++)
  39. geometry[i].SetHostElement(host_element);
  40. }
  41. ~DecoratorTiledBoxData()
  42. {
  43. delete[] geometry;
  44. }
  45. const int num_textures;
  46. Geometry* geometry;
  47. };
  48. DecoratorTiledBox::DecoratorTiledBox()
  49. {
  50. }
  51. DecoratorTiledBox::~DecoratorTiledBox()
  52. {
  53. }
  54. // Initialises the tiles for the decorator.
  55. bool DecoratorTiledBox::Initialise(const Tile* _tiles, const Texture* _textures)
  56. {
  57. // Load the textures.
  58. for (int i = 0; i < 9; i++)
  59. {
  60. tiles[i] = _tiles[i];
  61. tiles[i].texture_index = AddTexture(_textures[i]);
  62. }
  63. // All corners must have a valid texture.
  64. for (int i = TOP_LEFT_CORNER; i <= BOTTOM_RIGHT_CORNER; i++)
  65. {
  66. if (tiles[i].texture_index == -1)
  67. return false;
  68. }
  69. // Check that the centre tile has been specified.
  70. if (tiles[CENTRE].texture_index < 0)
  71. return false;
  72. // If only one side of the left / right edges have been configured, then mirror the tile for the other side.
  73. if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index > -1)
  74. {
  75. tiles[LEFT_EDGE] = tiles[RIGHT_EDGE];
  76. tiles[LEFT_EDGE].orientation = FLIP_HORIZONTAL;
  77. }
  78. else if (tiles[RIGHT_EDGE].texture_index == -1 && tiles[LEFT_EDGE].texture_index > -1)
  79. {
  80. tiles[RIGHT_EDGE] = tiles[LEFT_EDGE];
  81. tiles[RIGHT_EDGE].orientation = FLIP_HORIZONTAL;
  82. }
  83. else if (tiles[LEFT_EDGE].texture_index == -1 && tiles[RIGHT_EDGE].texture_index == -1)
  84. return false;
  85. // If only one side of the top / bottom edges have been configured, then mirror the tile for the other side.
  86. if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index > -1)
  87. {
  88. tiles[TOP_EDGE] = tiles[BOTTOM_EDGE];
  89. tiles[TOP_EDGE].orientation = FLIP_VERTICAL;
  90. }
  91. else if (tiles[BOTTOM_EDGE].texture_index == -1 && tiles[TOP_EDGE].texture_index > -1)
  92. {
  93. tiles[BOTTOM_EDGE] = tiles[TOP_EDGE];
  94. tiles[BOTTOM_EDGE].orientation = FLIP_VERTICAL;
  95. }
  96. else if (tiles[TOP_EDGE].texture_index == -1 && tiles[BOTTOM_EDGE].texture_index == -1)
  97. return false;
  98. return true;
  99. }
  100. // Called on a decorator to generate any required per-element data for a newly decorated element.
  101. DecoratorDataHandle DecoratorTiledBox::GenerateElementData(Element* element) const
  102. {
  103. // Initialise the tiles for this element.
  104. for (int i = 0; i < 9; i++)
  105. {
  106. RMLUI_ASSERT(tiles[i].texture_index >= 0);
  107. tiles[i].CalculateDimensions(element, *GetTexture(tiles[i].texture_index));
  108. }
  109. Vector2f padded_size = element->GetBox().GetSize(Box::PADDING);
  110. // Calculate the size for the top row of tiles.
  111. Vector2f top_left_dimensions = tiles[TOP_LEFT_CORNER].GetDimensions(element);
  112. Vector2f top_dimensions = tiles[TOP_EDGE].GetDimensions(element);
  113. Vector2f top_right_dimensions = tiles[TOP_RIGHT_CORNER].GetDimensions(element);
  114. // Calculate the size for the bottom row of tiles.
  115. Vector2f bottom_left_dimensions = tiles[BOTTOM_LEFT_CORNER].GetDimensions(element);
  116. Vector2f bottom_dimensions = tiles[BOTTOM_EDGE].GetDimensions(element);
  117. Vector2f bottom_right_dimensions = tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element);
  118. // The size of the left and right tiles.
  119. Vector2f left_dimensions = tiles[LEFT_EDGE].GetDimensions(element);
  120. Vector2f right_dimensions = tiles[RIGHT_EDGE].GetDimensions(element);
  121. // Scale the top corners down if appropriate. If they are scaled, then the left and right edges are also scaled
  122. // if they shared a width with their corner. Best solution? Don't know.
  123. if (padded_size.x < top_left_dimensions.x + top_right_dimensions.x)
  124. {
  125. float minimum_width = top_left_dimensions.x + top_right_dimensions.x;
  126. top_left_dimensions.x = padded_size.x * (top_left_dimensions.x / minimum_width);
  127. if (tiles[TOP_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x)
  128. left_dimensions.x = top_left_dimensions.x;
  129. top_right_dimensions.x = padded_size.x * (top_right_dimensions.x / minimum_width);
  130. if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x)
  131. right_dimensions.x = top_right_dimensions.x;
  132. }
  133. // Scale the bottom corners down if appropriate. If they are scaled, then the left and right edges are also scaled
  134. // if they shared a width with their corner. Best solution? Don't know.
  135. if (padded_size.x < bottom_left_dimensions.x + bottom_right_dimensions.x)
  136. {
  137. float minimum_width = bottom_left_dimensions.x + bottom_right_dimensions.x;
  138. bottom_left_dimensions.x = padded_size.x * (bottom_left_dimensions.x / minimum_width);
  139. if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).x == tiles[LEFT_EDGE].GetDimensions(element).x)
  140. left_dimensions.x = bottom_left_dimensions.x;
  141. bottom_right_dimensions.x = padded_size.x * (bottom_right_dimensions.x / minimum_width);
  142. if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).x == tiles[RIGHT_EDGE].GetDimensions(element).x)
  143. right_dimensions.x = bottom_right_dimensions.x;
  144. }
  145. // Scale the left corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled
  146. // if they shared a width with their corner. Best solution? Don't know.
  147. if (padded_size.y < top_left_dimensions.y + bottom_left_dimensions.y)
  148. {
  149. float minimum_height = top_left_dimensions.y + bottom_left_dimensions.y;
  150. top_left_dimensions.y = padded_size.y * (top_left_dimensions.y / minimum_height);
  151. if (tiles[TOP_LEFT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y)
  152. top_dimensions.y = top_left_dimensions.y;
  153. bottom_left_dimensions.y = padded_size.y * (bottom_left_dimensions.y / minimum_height);
  154. if (tiles[BOTTOM_LEFT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y)
  155. bottom_dimensions.y = bottom_left_dimensions.y;
  156. }
  157. // Scale the right corners down if appropriate. If they are scaled, then the top and bottom edges are also scaled
  158. // if they shared a width with their corner. Best solution? Don't know.
  159. if (padded_size.y < top_right_dimensions.y + bottom_right_dimensions.y)
  160. {
  161. float minimum_height = top_right_dimensions.y + bottom_right_dimensions.y;
  162. top_right_dimensions.y = padded_size.y * (top_right_dimensions.y / minimum_height);
  163. if (tiles[TOP_RIGHT_CORNER].GetDimensions(element).y == tiles[TOP_EDGE].GetDimensions(element).y)
  164. top_dimensions.y = top_right_dimensions.y;
  165. bottom_right_dimensions.y = padded_size.y * (bottom_right_dimensions.y / minimum_height);
  166. if (tiles[BOTTOM_RIGHT_CORNER].GetDimensions(element).y == tiles[BOTTOM_EDGE].GetDimensions(element).y)
  167. bottom_dimensions.y = bottom_right_dimensions.y;
  168. }
  169. const int num_textures = GetNumTextures();
  170. DecoratorTiledBoxData* data = new DecoratorTiledBoxData(element, num_textures);
  171. // Generate the geometry for the top-left tile.
  172. tiles[TOP_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_LEFT_CORNER].texture_index].GetVertices(),
  173. data->geometry[tiles[TOP_LEFT_CORNER].texture_index].GetIndices(),
  174. element,
  175. Vector2f(0, 0),
  176. top_left_dimensions,
  177. top_left_dimensions);
  178. // Generate the geometry for the top edge tiles.
  179. tiles[TOP_EDGE].GenerateGeometry(data->geometry[tiles[TOP_EDGE].texture_index].GetVertices(),
  180. data->geometry[tiles[TOP_EDGE].texture_index].GetIndices(),
  181. element,
  182. Vector2f(top_left_dimensions.x, 0),
  183. Vector2f(padded_size.x - (top_left_dimensions.x + top_right_dimensions.x), top_dimensions.y),
  184. top_dimensions);
  185. // Generate the geometry for the top-right tile.
  186. tiles[TOP_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[TOP_RIGHT_CORNER].texture_index].GetVertices(),
  187. data->geometry[tiles[TOP_RIGHT_CORNER].texture_index].GetIndices(),
  188. element,
  189. Vector2f(padded_size.x - top_right_dimensions.x, 0),
  190. top_right_dimensions,
  191. top_right_dimensions);
  192. // Generate the geometry for the left side.
  193. tiles[LEFT_EDGE].GenerateGeometry(data->geometry[tiles[LEFT_EDGE].texture_index].GetVertices(),
  194. data->geometry[tiles[LEFT_EDGE].texture_index].GetIndices(),
  195. element,
  196. Vector2f(0, top_left_dimensions.y),
  197. Vector2f(left_dimensions.x, padded_size.y - (top_left_dimensions.y + bottom_left_dimensions.y)),
  198. left_dimensions);
  199. // Generate the geometry for the right side.
  200. tiles[RIGHT_EDGE].GenerateGeometry(data->geometry[tiles[RIGHT_EDGE].texture_index].GetVertices(),
  201. data->geometry[tiles[RIGHT_EDGE].texture_index].GetIndices(),
  202. element,
  203. Vector2f((padded_size.x - right_dimensions.x), top_right_dimensions.y),
  204. Vector2f(right_dimensions.x, padded_size.y - (top_right_dimensions.y + bottom_right_dimensions.y)),
  205. right_dimensions);
  206. // Generate the geometry for the bottom-left tile.
  207. tiles[BOTTOM_LEFT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index].GetVertices(),
  208. data->geometry[tiles[BOTTOM_LEFT_CORNER].texture_index].GetIndices(),
  209. element,
  210. Vector2f(0, padded_size.y - bottom_left_dimensions.y),
  211. bottom_left_dimensions,
  212. bottom_left_dimensions);
  213. // Generate the geometry for the bottom edge tiles.
  214. tiles[BOTTOM_EDGE].GenerateGeometry(data->geometry[tiles[BOTTOM_EDGE].texture_index].GetVertices(),
  215. data->geometry[tiles[BOTTOM_EDGE].texture_index].GetIndices(),
  216. element,
  217. Vector2f(bottom_left_dimensions.x, padded_size.y - bottom_dimensions.y),
  218. Vector2f(padded_size.x - (bottom_left_dimensions.x + bottom_right_dimensions.x), bottom_dimensions.y),
  219. bottom_dimensions);
  220. // Generate the geometry for the bottom-right tile.
  221. tiles[BOTTOM_RIGHT_CORNER].GenerateGeometry(data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index].GetVertices(),
  222. data->geometry[tiles[BOTTOM_RIGHT_CORNER].texture_index].GetIndices(),
  223. element,
  224. Vector2f(padded_size.x - bottom_right_dimensions.x, padded_size.y - bottom_right_dimensions.y),
  225. bottom_right_dimensions,
  226. bottom_right_dimensions);
  227. // Generate the centre geometry.
  228. Vector2f centre_dimensions = tiles[CENTRE].GetDimensions(element);
  229. Vector2f centre_surface_dimensions(padded_size.x - (left_dimensions.x + right_dimensions.x),
  230. padded_size.y - (top_dimensions.y + bottom_dimensions.y));
  231. tiles[CENTRE].GenerateGeometry(data->geometry[tiles[CENTRE].texture_index].GetVertices(),
  232. data->geometry[tiles[CENTRE].texture_index].GetIndices(),
  233. element,
  234. Vector2f(left_dimensions.x, top_dimensions.y),
  235. centre_surface_dimensions,
  236. centre_dimensions);
  237. // Set the textures on the geometry.
  238. const Texture* texture = nullptr;
  239. int texture_index = 0;
  240. while ((texture = GetTexture(texture_index)) != nullptr)
  241. data->geometry[texture_index++].SetTexture(texture);
  242. return reinterpret_cast<DecoratorDataHandle>(data);
  243. }
  244. // Called to release element data generated by this decorator.
  245. void DecoratorTiledBox::ReleaseElementData(DecoratorDataHandle element_data) const
  246. {
  247. delete reinterpret_cast< DecoratorTiledBoxData* >(element_data);
  248. }
  249. // Called to render the decorator on an element.
  250. void DecoratorTiledBox::RenderElement(Element* element, DecoratorDataHandle element_data) const
  251. {
  252. Vector2f translation = element->GetAbsoluteOffset(Box::PADDING).Round();
  253. DecoratorTiledBoxData* data = reinterpret_cast< DecoratorTiledBoxData* >(element_data);
  254. for (int i = 0; i < data->num_textures; i++)
  255. data->geometry[i].Render(translation);
  256. }
  257. }
  258. }